mgshamster
2016-06-14, 04:25 PM
I was reading through some old 2e material and I came across this:
The madness rules that follow are intended to add flavor to the perils of Pandemonium. Problem is, all such rules run the risk of robbing players of control of their characters or demeaning their character's heroism. Consequently, the DM has to keep in mind that the rules are designed as a guide to roleplaying, not as a replacement for it. Other than where specific mechanics are given, players should apply these descriptions as seems to best fit their own characters' personalities. When player characters begin to fall prey to madness from Pandemonium's winds, the DM should explain the relevant section to their players, and then trust them to play the part. If a player feels uncomfortable with a situation, though, don't push. The point - as always - is to have fun.
I think this is fantastic advice. I can't remember the last time I saw such good advice written into the rules for a game. We certainly don't have it in this edition (at least not for madness in specific), and I don't recall it in 3.x, PF, or 4e.
What other little jewels have you found when reading through rulebooks?
The madness rules that follow are intended to add flavor to the perils of Pandemonium. Problem is, all such rules run the risk of robbing players of control of their characters or demeaning their character's heroism. Consequently, the DM has to keep in mind that the rules are designed as a guide to roleplaying, not as a replacement for it. Other than where specific mechanics are given, players should apply these descriptions as seems to best fit their own characters' personalities. When player characters begin to fall prey to madness from Pandemonium's winds, the DM should explain the relevant section to their players, and then trust them to play the part. If a player feels uncomfortable with a situation, though, don't push. The point - as always - is to have fun.
I think this is fantastic advice. I can't remember the last time I saw such good advice written into the rules for a game. We certainly don't have it in this edition (at least not for madness in specific), and I don't recall it in 3.x, PF, or 4e.
What other little jewels have you found when reading through rulebooks?